September 2012 Custom Content Challenge: Arabian Nights
#51
Posté 09 septembre 2012 - 05:27
#52
Posté 09 septembre 2012 - 07:29
Great work
Evil Vizier; I have improved Skin texture:
Modifié par Shemsu-Heru, 09 septembre 2012 - 08:05 .
#53
Posté 09 septembre 2012 - 08:18
#54
Posté 09 septembre 2012 - 02:05
#55
Posté 09 septembre 2012 - 06:21

You probably have noticed a little texture imperfection in the back; Actually i couldn't fix it without remade the turban texture completely; and enven then i can't be sure that I'll be able to do it better. So if you don't care we could use it in this shape....
Modifié par Shemsu-Heru, 09 septembre 2012 - 09:17 .
#56
Posté 09 septembre 2012 - 08:25
#57
Posté 09 septembre 2012 - 09:36
#58
Posté 10 septembre 2012 - 04:43
#59
Posté 10 septembre 2012 - 04:59
A week in and there's already a lot of great stuff being mentioned and shown. So...what other arabian style goodies are folks working on?
Modifié par The Amethyst Dragon, 10 septembre 2012 - 05:00 .
#60
Posté 10 septembre 2012 - 01:38
#61
Posté 10 septembre 2012 - 02:39
The Amethyst Dragon wrote...
So...what other arabian style goodies are folks working on?
I'm expanding the Arabian Nights tileset, but haven't made enough buildings yet to show any screenshots.
The building terrain will have two-story buildings among the one-story ones. Maybe some will even have three stories.
#62
Posté 10 septembre 2012 - 03:08
Modifié par Asymmetric, 10 septembre 2012 - 03:09 .
#63
Posté 10 septembre 2012 - 04:20
The dhow looks good, but I can't tell how big it is. How big (or small) would an NPC look on that dhow?
#64
Posté 10 septembre 2012 - 04:43
#65
Posté 10 septembre 2012 - 05:17
#66
Posté 10 septembre 2012 - 05:20
Edit: I have to correct myself: It requires 4x1 tiles to fit
Modifié par Asymmetric, 10 septembre 2012 - 07:40 .
#67
Posté 10 septembre 2012 - 10:23
@Asymmetric - Nice work! No better way to put your new & updated version of NeverBlender through it's paces than something like this.
@Everyone - Here's a variation I'm working on. Added blue emitter eye, decal on left side of head and wrapping on right arm. I've been trying mehndi patterns but all of them are too complex and don't show up well in-game. This is my attempt at something kind of general, kind of arabic. The black bit will probably get replaced with two big blue dots, one on top the other. Suggestions via PM are more than welcome.
#68
Posté 10 septembre 2012 - 10:32
Shemsu-Heru wrote...
Now a young hero, maybe Simbad....
You probably have noticed a little texture imperfection in the back
Nope! I didn't notice anything, but looked more closely after reading others' comments; I finally saw a vertical line up the middle. Is that it? Heck, that's nothing! As OTR said, players (such as yours truly) aren't likely to notice such a thing. Please, keep up the great work.
Speaking of OTR, you've got some really sharp skeletons there, and the cobra and oboe are great! Maybe Shemsu's Sabu could become a snake charmer.
Edit: You posted your variation while I was typing; I think this new work is really cool! I love the eye, both the emitter and the surrounding design. I can imagine some very interesting scenarios for this....... /edit
I am very much looking forward to seeing Zwerkules' new tiles; I am always delighted by what you make.
Oh, and a dhow -- very cool, Asymmetric! That'll be a great addition to what looks to be an amazing collection.
My thanks to all you talented people who keep giving to this game and community, and a special thanks to TAD for running the show intil Rolo can return.
Modifié par Bard Simpson, 10 septembre 2012 - 10:40 .
#69
Posté 11 septembre 2012 - 04:13
OldTimeRadio wrote...
Stab #2 at Harryhausen's Argonauts skeletons. Good enough and move onto other anims/textures/etc? Not good enough, keep refining?
#70
Posté 11 septembre 2012 - 05:06
#71
Posté 11 septembre 2012 - 05:58
#72
Posté 12 septembre 2012 - 05:51
Here's an ankus, or elephant goad, adapted from the Al-Qadim campaign sourcebook. It's far from perfect but for my first completely finished and working model I'm rather pleased with it.

I've also started working on the bagh nakh (tiger claws). Hopefully I can get that finished too.
#73
Posté 12 septembre 2012 - 06:16
Do yo have plants for texture variations, Iron, bronze, etc?
#74
Posté 12 septembre 2012 - 08:20
Shemsu-Heru wrote...
@phenix-rising: Nice weapon, and it's a good model; Is it a new weapon or a kind of kama or something?
Do yo have plants for texture variations, Iron, bronze, etc?
Thank you!
It's a new weapon - 1d6 piercing/bludgeoning damage.
I had planned on using the standard w_metal_tex but I haven't gotten the hang of UV mapping yet. I cheated and just made my own textures instead:
#75
Posté 12 septembre 2012 - 10:16

@phenix-rising:
If you are working with 3d Max an easy way to use w_metal_tex is:
-Select your model in Max go to Modify section chose UVWMap modifier Then chose Face.
-Now Chose Unwrap modifier, and edit option, Now you'll have a square, in which you'll have inscrited all the faces of your model.
-Now chose the w_metal_tex in CheckerPatter window, now escale and move your square until it will be inscrited under one of the metal squares of the w_metal_tex texture.
I hope this will help you, i Khow that is hard to understand this kind of explantions whithout a visual reference.
If you have more doubts I'll be please to help you, if i can.
By the way this ankus is made in one pice of metal, or It have a wooden pole?
If you wish too add a wooden pole too, repeat the process but only chose the faces of your model that are part of the pole.
Modifié par Shemsu-Heru, 12 septembre 2012 - 10:23 .





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